Fixed animation popping for the Sniper Rifle when doing a full ammo reload.

Fixed various name declarations for monsters.

Fixed mp_respawndelay not being set when defined in a map cfg file.

Fixed bug that froze monsters in place if their follow-target died.

Alien Grunts can now turn their heads.

Scripted_sentence feature: When adding a "+" in front of a wav file path under "Sentence Name" in Hammer, the monster will be able to say the given wav file without the need for a sentences.txt entry. (Sounds are automatically precached)

Big Mommas will now run after and attack anything that happens to kill one of their children.

If in an alert state, monsters will run to help any nearby friends by looking for their enemies (if ally is engaged in combat). Result is a more active group of monsters that are better aware of their surroundings.

Monsters now run over to dead bodies of their allies, rather than stare off into space.

Changed priority of following monsters to keep following their player-owner more often.

Grunts now regard Big Mommas as their Nemesis if being pursued by them.

Squad leaders can now communicate with other visible squad leaders.

Upon encounters with new enemies while being attacked, Big Mommas will attempt to shield themselves from incoming attacks.

Fixed crash bug with throwing weapons through teleports.

Hud now properly outputs a weapon's clip count, weapons can have over 100 rounds in a clip.

Increased view height of nodes from 8 units to 32 units in order to greatly improve navigation around obstacles like stairs, the top and bottom of hills etc. [Note: 'Maximum visible nodes' level design error was removed.]

Added a "Health Cap" option for item_healthkits. Allows for bonus-health, or to disallow players to use the kits after a specified health level.

NOTE: 1 unit of health will drain from the player every 2 seconds if over the maximum health amount.

Health kits can be set to give a specific amount of health to the player, individually from other health kits.

Increased grapple entity tongue size to make it easier for players to grapple onto things.

Osprey Helicopters now fall and slide onto the ground a bit once they crash, and explode after a second or so. Any grunts riding inside of the craft are jettisoned out when it explodes (and killed)

Tweaked func_pushables. Stop moving and +use one to "pick it up", move into it to push, or move into it and +use while aiming slightly downward to push with more control. Pick up and start moving to throw a short distance.

When attacked, Barnacles will flinch in place making them easier to notice.

Re-worked ammo-dropping system to only drop as much ammo from the player as can be picked up by the standard ammo_entities.

Medkit healing rate increased

Added "item_generic" to the Sven Co-op FGD (Accidentally left out)

Alien Grunt Hornets have 50% reduced sight range, and only tracking-hornets will be fired if the Monster can not see his enemy. If enemy is visible, the alien grunt will fire hornets in a similar manner to the player hornetgun's secondary fire.

Alien Grunts no longer aim their Hornet Gun off into the wrong direction, when their enemy takes cover behind something. Instead, they aim their Hornet gun toward their enemy's last known position.

Shell casings and gib models now properly bounce and react to the ground.

Increased shell casing life time from 2.5 seconds to 5 seconds.

Changed tongue orientation for the barnacle grapple.

Screen now shakes when in proximity of grenades or other dangerous explosive devices, intensity of screen-shake based on damage.

Tweaked shell-casing ejection points for a few weapons

Crossbow zoom-toggle delay decreased

Minor change: Monsters make a pain sound when they're injected with a needle from the Medic Grunt.

Fixed schedule bug that affected monster attack animations.

Monsters will immediately start following a new player when they're +used, instead of just stopping and clearing their old follow-target.

New weapon: M249 Squad Automatic Weapon

Pitdrones now hide from their enemies when reloading their spikes.

Monsters now make various sounds to coincide with the NPC commands.

Fixed a few issues with the "Create" command for mappers. Adding a "1" at the end of the input will toggle friendly/enemy monster spawning.

Mandatory delay of 2 seconds added for teleports, to prevent impatient players from telefragging their team mates.

New Entity: Trigger_change_class * Changes a monster's classification when triggered.

Changed some display errors in the sven-coop.fgd file.

Fixed a friendly fire problem that caused monsters to shoot their partner's backs by mistake

Light entities now have a flag to remove them from the world. As a result, they no longer [need] to add onto the entity count limit (Regardless of if you do specify a targetname for them)

Global light control entity added. Mappers now have the ability to toggle all texture lights in a level on or off, or give them a specific pattern (e.g. flicker)

Streaming audio support and *.pls playlist file support added for the Sven Co-op MP3 player.

New Entity: trigger_track_goal * triggers a func_track_train to start moving toward a specific path_track path entity. Acts like a "call" button for elevators, and can be used to direct trains to specific destinations.

Changed physics of gibs, and a few settings with gibs. cl_gibcount now defaults to 10.

Fixed small performance issue with various functions like FindCover() that used the wrong info_nodes. (E.g. humans trying to use air nodes..)

Baby Headcrabs can now be model replaced.

Players take full damage from melee-attacks if they stand on enemy monsters/NPCs.

Otis now runs slower than Barney.

Crowbars and Wrenches can now heal friendly Turrets or Sentry Guns.

Apaches / Black Ops Apaches that spawn, with no paths to follow, will attempt to hover over enemy positions.

Monsters that carry MP5s or M249s will now fire full auto.

Shocktroopers now toss their impact spores at players, rather than throw them high into the air.

New Monster: Rocket Grunt. Uses laser guided aiming.

Fixed inversed-model glitch that occured for all visible models when the glow-shell effect was being used.

Contacted Valve to resolve the problem with level transitions not working.

Modified Male Assassin attack behaviors

When attacked up-close by firearms, monsters will attempt to retreat or will flinch.

Fixed an issue with the Voltigore's body beam effects not showing

Fixed bug with animation events being called twice (bug existed since half-life)

Bullsquids now spit at their enemies while running.

Bullsquids now attempt to chase down and ram enemies into the air.

Bugfix: Trigger_random_time entities will now automatically shut-off if in-active. Triggering them again will produce the desired effect of triggering a random target, rather than "re-activate", which required a second trigger for it to fire targets.

Specifying a weapon's movetype to "5" in Hammer, will allow it to float in the air. Added upon request of mappers.

Grunt Count override added for the Osprey Helicopter. The helicopter will keep refilling the map with Grunts until this number is reached. Mappers no longer need to place Grunts in the level before the Helicopter spawns.

SC 3.0 Changes

Map Changes

New map series: Afrika Korps by MysticMDT

New map: Another Unit by B-dama

New map: Auspices by Seraph

New map: Extended Resistance by DAN200

New map: Greysnake by Trempler

New map: Rampage by Rugal

New map: Sandstone by tdw

New map: VGer by VGer3781

New map: Zero by TheRealGame

Updated map series: ToonRun by Koelzk

Updated map: Extension

Updated map: Osprey

Updated map: Stadium3 (Steam only)

Tweaked maps: GargFoot, Grunts2, Hostage, Svencoop1&2

Misc Changes

Updated player models, with new animations for drawing weapons, reloading, throwing grenades, etc.

New player model animations added for drawing weapons, weapon reloading and firing, etc.

New feature: Monster riding - Jumping onto a monster will allow you to "ride" it when it begins to move

New feature: Per-entity sound-replacement. Combined with model-replacement and other SC mapping features, this allows for (among other things) Monster Packs, whole new monsters that mappers can plug in to their maps

Grunts now intelligently decide whether or not to crouch/stand when attacking (Drastically reduces shooting through sandbag-effect, and helps them to attack better overall - positions aren't invalidated as a result)

Updated Grunt AI to better engage flying monsters

All Grunt types have modified behaviour toward Gargantuas. If a grunt is equipped with grenades or a grenade launcher, it will use that item against a Gargantua

Monsters now target an Osprey Helicopter at either one of its engines

Monsters will now attack enemy barnacles that have prey

Updated Ichthyosaur AI, monster is more lethal and goes into idle mode again after killing

Monsters can better engage their targets by attempting to run to the enemy's line of sight if they fail to find a path to their enemy

Weapon Changes

Rockets fired from the rocket launcher will only follow their owner's laser sight

Fixed minor problem with the rocket launcher refusing to reload while laser sight was active

Fixed not being able to swing the Wrench after selecting Snarks

Improved animation transitions for Uzi

Reload/Deploy speed for Uzi and Uzi Akimbo animations increased

Akimbo Uzis now update ammo counters realistically based on the reload animation currently being played. (Reload right Uzi first, right Uzi ammo updates first. Reload left Uzi second, then left Uzi ammo updates.)

Fixed issue with right Uzi/single Uzi deploying with 0 ammo

World model for mapper-placed Akimbo Uzis is now set to use the proper model

Hornets from a player's Hornet Gun no longer attack friendly monsters or other players

SC 2.0F Changes

Note: Every major SvenCo-op release to date has included fixes, changes and additions that, for one reason or another, we just lost all record of. 2.0 Final is no exception, though its changes list is far more complete than 2.0B's.

Map Changes

New Maps (those released previously have been updated for 2.0F)

AssaultMesa2

BlackOps (based off Operation Retribution Part 6)

GManTowers

Hostage2a

Incoming

Infiltrate

SvenCoopRPG2

Updated Maps

Grunts2

MegaMonsterMassacre

Stadium3

SvenCoop2

Wired

Tweaked Maps

Hostage

HPlanet

ProjectGCoop

SvenCoop1

Misc. Changes

All Blue Shift High-Definition Pack incompatibility problems fixed (just remember to download the Blue Shift update if you have the HD Pack installed).

Bug Fixes

Tons of general stability improvements. Fixes for memory overwrites, array out of bounds, variable/pointer initialization, etc.

"Out of sfx_t" crash fixed (There are some things map makers can do to achieve the crash in their maps... there's no way for us to prevent that. An occurrence of the error should be reported to the mapper as a bug. If all goes well, though, you may never experience it again).

"SZ_GetSpace: overflow on SVC_RuleInfo" fixed. This also fixes the problems with Gamespy detecting SvenCo-op servers, getting Server Info in the HL game browser, etc.

Fixed spawning issues that occasionally caused players to spawn at spawnpoints set to 'Off'.